Short answer: Para/Sin – no; Derv – unlikely; Rit – possible
The Paragon and Assassin have effectively become the Guardian and Thief, they’re in the game already in both lore and game but with a name change.
Dervish, as has been said, is solely focused on god-worship. Seeing a charr dervish? That just sounds silly and blasphemous. And if you spent enough time in the Black Citadel, you’d know what the charr did to any god-revering charr.
They want to kill him, proclaiming him as Flame Legion. Basic witch hunt nonsense.
And the other races? Less lethal but equally silly. Only humans should have dervishes, and if you think about it, what made a dervish such in mechanics is either a PBAoE buff-focused guardian (since enchantments became buffs) and human racial skills. Just give the other four gods an avatar skill that’s more avatar like than Grenth’s and Melandru and give some professions a scythe and that’s probably the closest you’ll get to dervish in mechanics. The niche of the profession is just too narrow, imo, to work out as a 9th profession.
Though dervish NPCs? That’s a possibility.
Come to Ritualist – an issue it has is that, mechanically, it has been usurped by the engineer with its aesthetic elements merging into guardian and necromancer (the former more of a player opinion while the later is more apparent even from a lore standpoint – see other thread on the Ritualists and the mention of Priestess Rhie). If it returns – and IMO, it very much can – it would need a full out mechanical overhaul.
However, there’s still the snag it runs into as being a Cantha-centric profession. As pointed out in said other thread, the teachings of Ritualism never left Cantha, even though Ritualist adventurers did. There was next to no adaptation – except possibly into the Guardian and/or Necromancer – into other lands. And Cantha is a human-only (so we’re informed) land. There’d be no reason why there’d be a charr, asura, or sylvari ritualist (one can get by with norn as being a shaman profession to them, since a lot of the shaman NPCs summon spiritual allies).
In the end, I don’t see a new profession coming about from the old two left, and at best I only see a new soldier profession coming about in order to make it even at 3-3-3 for armor rating.
I see necros as manipulating the undead corpses and corrupted spirits for their ends and the ritualists (as in GW1) could be manipulating the more benign spirits and magics stemming from the mists. Yes necros have minions, but I am sure it would not be that complicated to differentiate spirits from undead. As someone mentioned above. Turrets certainly do nothing to body block as spirits did.
What constitutes a “corrupted spirit”? Why such a term? Why would heroes deal with something that, by term usage, implies evil? Necromancers are “dark” but not “evil” in the least – not by default, at least.
Similarly, why would ritualists solely deal with benign? And even if you think that – you’re wrong. There are multiple quests in GW1 (Shackled Spirits, Power Surge, and Haunted for three) where ritualists deal with hostile spirits, be it trapping, soothing, or using them. Even some of the skill names – Pain, Anguish, and Destruction(to name a few) – show hostility from the spirits. The quest Haunted actually shows, albeit indirectly, that the spirits summoned by ritualists have names which reflect their own emotions and, in turn, their state of being benign – or in most cases, lack of.
Spirits called “Sorrow” are full of such and spread such; Spirits called “Pain” are full of such and spread such; etc.
And don’t forget the Envoys – they’re bound by the Oracle of the Mists (in GW1, this is Suun) and are the souls of criminals who’ve done great terrible deeds. I highly doubt you’d call Shiro Tagachi a “benign spirit,” yet he was one such spirit summoned by a ritualist.
As for body-blocking spirits/turrets… keep in mind that Guild Wars 2 has no body blocking unless you enable it so you don’t go running out of melee range. Even if spirits were brought into the game somehow for a ritualist’s minions, it would not be body blocking. And regarding differentiating spirits from undead – it’s more of differentiating function of the minions. Illusions are very weak, numerous yet limited at a single time, and can all be manually destroyed; turrets are stationary but indefinite in time and special skill usage; spirit weapons are on a timer; necro minions are weak but not as so as illusions, indefinite, with mixed amount of special skill usage, and pets are stronger but limited to only one.
What would spirits have to make them unique from those?
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)